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The INTERACT project (611007) is co-funded by the European Commission under the 7th Framework Programme. This document reflects only authors’ views. The Europena Commission is not liable for any use that may be done of the information contained therein. INTERACT Interactive Manual Assembly Operations for the Human-Centered Workplaces of the Future Grant Agreement Number : 611007 : INTERACT Project Start Date : 1st October, 2013 Consortium : DAIMLER AG (DAIMLER)- Project Coordinator ELECTROLUX ITALIA S.P.A. (ELECTROLUX) INTRASOFT INTERNATIONAL SA (INTRASOFT) IMK AUTOMOTIVE GMBH (IMK) EMPHASIS TELEMATICS AE (EMPHASIS) HADATAP SP ZOO (HADATAP) UNIVERSITY OF PATRAS (LMS) UNIVERSITAET ULM (IMI) DEUTSCHES FORSCHUNGSZENTRUM FUER KUENSTLICHE INTELLIGENZ GMBH (DFKI) Title : Requirements on efficient manual assembly model generation and interaction Reference : D1.1.1 Availability : Public (PU) Date : 31/03/2014 Author/s : LMS, DAIMLER, ELECTROLUX, DFKI, IMK Circulation : EU, INTERACT consortium Summary: Description of the INTERACT requirements regarding the generation, manipulation and improvement of digital human simulation models used for planning human work tasks. This deliverable is the main outcome of Task 1.1.

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Page 1: INTERACT Interactive Manual Assembly ... - European Commission · The INTERACT project (611007) is co-funded by the European Commission under the 7th Framework Programme. This document

The INTERACT project (611007) is co-funded by the European Commission under the 7th Framework Programme.

This document reflects only authors’ views. The Europena Commission is not liable for any use that may be done of the information contained

therein.

INTERACT – Interactive Manual Assembly Operations for

the Human-Centered Workplaces of the Future

Grant Agreement Number : 611007

: INTERACT

Project Start Date : 1st October, 2013

Consortium : DAIMLER AG (DAIMLER)- Project Coordinator

ELECTROLUX ITALIA S.P.A. (ELECTROLUX)

INTRASOFT INTERNATIONAL SA (INTRASOFT)

IMK AUTOMOTIVE GMBH (IMK)

EMPHASIS TELEMATICS AE (EMPHASIS)

HADATAP SP ZOO (HADATAP)

UNIVERSITY OF PATRAS (LMS)

UNIVERSITAET ULM (IMI)

DEUTSCHES FORSCHUNGSZENTRUM FUER KUENSTLICHE

INTELLIGENZ GMBH (DFKI)

Title : Requirements on efficient manual assembly model generation and interaction

Reference : D1.1.1

Availability : Public (PU)

Date : 31/03/2014

Author/s : LMS, DAIMLER, ELECTROLUX, DFKI, IMK

Circulation : EU, INTERACT consortium

Summary:

Description of the INTERACT requirements regarding the generation, manipulation and improvement

of digital human simulation models used for planning human work tasks. This deliverable is the main

outcome of Task 1.1.

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Contents

1. EXECUTIVE SUMMARY ..................................................................................................... 2

2. INTRODUCTION ................................................................................................................... 3

3. CURRENT PRACTICES AND STATE OF THE ART IN MANUAL PROCESSES

MODEL GENERATION AND INTERACTION .................................................................. 4

3.1. Current practices .............................................................................................................. 4

3.2. State of the art .................................................................................................................. 7

3.2.1. Motion generation and motion synthesis ............................................................ 7

3.2.2. Ergonomics Assessment ..................................................................................... 8

3.2.3. Controlled Natural Language ............................................................................. 9

4. BASELINE AND RESULTS ASSESSMENT ..................................................................... 11

4.1. EMA ............................................................................................................................... 11

4.1.1. Introduction ...................................................................................................... 11

4.1.2. Creating a scene ................................................................................................ 11

4.1.3. Task/movement definition ................................................................................ 12

4.1.4. Assessment tools .............................................................................................. 13

4.2. Parameters & Methods for software evaluation ............................................................. 14

4.3. Success criteria ............................................................................................................... 15

4.4. Assessing the adequacy of 3D human simulation models for process verification in

the industry ................................................................................................................. 17

5. REQUIREMENTS ANALYSIS ........................................................................................... 19

5.1. Introduction .................................................................................................................... 19

5.2. Vision and Key Features ................................................................................................ 19

5.2.1. 3D DHM level .................................................................................................. 19

5.2.2. Design engineer/process planner expert level .................................................. 20

5.2.3. Ergonomics expert level ................................................................................... 20

5.2.4. Software integration ......................................................................................... 20

5.3. DHM motion generation and interaction system requirements ...................................... 20

5.3.1. Elementary motions to be simulated ................................................................ 20

5.3.2. Derivation of a sequence of elementary motions from planning texts ............. 22

5.3.3. Motion constraints generation .......................................................................... 24

5.3.4. Motion synthesis ............................................................................................... 25

5.3.5. Model interaction.............................................................................................. 26

5.3.6. Motion simulation / animation ......................................................................... 27

5.3.7. Ergonomics assessment .................................................................................... 28

5.3.8. Non-functional requirements ............................................................................ 28

6. CONCLUSIONS ................................................................................................................... 29

7. GLOSSARY .......................................................................................................................... 30

8. REFERENCES ...................................................................................................................... 31

9. APPENDIX I: USER REQUIREMENTS CATALOGUE FOR DHM BASED MODEL

SIMULATION ...................................................................................................................... 34

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1. EXECUTIVE SUMMARY

The content of this document is the outcome of INTERACT Task 1.1 “Requirements on efficient

manual assembly model generation and interaction”. The main purpose of this document is to:

Identify important problems in current practice in terms of Digital Human Model (DHM) based

model generation and modification

Define an approach for measuring the success of INTERACT DHM motion simulation and also

provide a baseline to compare INTERACT achievements.

Define requirements for efficient model generation and modification

The document is structured as follows:

Chapter 3 provides an analysis of the current practices and state of the art. A list of key problems

identified in current industrial practice is reported. In the Appendix I, a detailed list of business

requirements is provided.

Chapter 4 provides a description of imk automotive EMA tool, which will provide the baseline for

comparing INTERACT achievements in the project. Moreover in chapter 4, a list of success

criteria and an approach to measure them are presented. Special focus is provided for measuring

the adequacy and the quality of DHM based simulation for digital validation. These criteria will

be used for comparing INTERACT achievements to the EMA (for most aspects) and DELMIA

V5 (for some aspects).

Chapter 5 presents key features and key system requirements for the INTERACT DHM based

simulation. The requirements focus on the following aspects:

o Elementary motions to be simulated

o Derivation of a sequence of elementary motions from planning texts

o Model constraint generation

o Motion synthesis

o Model interaction

o Model simulation / animation

o Non-functional requirements

Primary conclusions / results include the following:

The main result of this deliverable is the list of requirements and key features for the INTERACT

motion simulation developments to take place in WP2 “Best-fit simulation of manual assembly

using sensor data”. The system requirements and key features are derived by analyzing the

current practices and the INTERACT user requirements provided in the Annex.

The analysis of the state of the art has indicated that there is a high potential in using the

principles of the morphable graphs approach for a baseline in DHM motion generation.

The list of success criteria will be used in WP 6 “Industrial Pilot Cases, Demonstration and

System Validation” for assessing performance of the INTERACT motion generation and

synthesis approach.

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2. INTRODUCTION

The aim of the deliverable is to identify and report the requirements for generation of virtual models

that are used to represent and study manual operations including assembly and warehousing activities.

These requirements are gathered through the analysis of the current industrial practices in manual

assembly operations. The final target is to record areas for improvement in the current practices and to

set the basis and technological targets for the INTERACT modules that will be responsible for

building the human simulation models.

The capturing of the requirements will be mostly based on a) the analysis of existing tools/techniques

for model generation and the evaluation of their capabilities in terms of data input, efforts required

and time and b) on the analysis of existing practices that are considered by the end users when

creating such models for evaluating and optimizing their processes.

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3. CURRENT PRACTICES AND STATE OF THE ART IN MANUAL PROCESSES

MODEL GENERATION AND INTERACTION

3.1. Current practices

Production systems need to adjust to a continuously changing market. Trying to keep up with market

demands, OEMs such as automotive and professional white goods are offering an increasing number

of customized products and their variants. In order to address faster time-to-market requirements by

modern production systems are faced with faster and more ‘right-first-time’ ramp-up processes, which

can manage shorter production planning cycles and increasing product variety, as well as the need to

include new variants into existing production lines (Michalos et. al. 2010). Moreover, considerable

attendance has been given by the industry to minimize production cycle time, while considering

fatigue, safety and health issues of the human operators, especially in manual assembly processes

(Chryssolouris 2006). Therefore, it is necessary that a considerable amount of ergonomic factors be

analyzed and evaluated in order for injuries and safety problems to be avoided. The traditional

method of analyzing complex manual or hybrid production process is the implementation of a

product’s complete physical mockups, the assembly workspace and the real workers used, in different

combinations, in order for the optimum set-up to be produced. This is both time consuming, and

costly; characteristics that do not conform to the goals of modern industry. In automotive industry

prototype building serves as an opportunity to evaluate, verify and optimize production planning

(Manns and Arteaga 2013). The assembly planning team conducts several prototype builds before the

start of production. During these prototype builds, the planner reads the planned processes out loud,

and a worker interprets and follows the instructions, while experts from different fields perform

different evaluations and verifications. The goal of these builds is to achieve an optimal production

process preparation through which efficient, ergonomically optimal, stable and robust processes are

defined, product quality is guaranteed, and production ramp-up can be completed faster. As product

variety increases, it becomes more difficult and costly to build physical prototypes of all variants.

However, reducing prototypes reduces the number of manual assembly process verifications that can

be done using prototypes (Manns and Arteaga 2013).

However nowadays, the use of the Digital Human Modeling (DHM) software integrated into the

Virtual Manufacturing Software (VMS) is common practice in many industries, especially those

producing complex products (e.g. vehicles and aircrafts) or working with complex production and

maintenance processes. A number of DHM tools have been made commercially available to support

human factors and the ergonomics analysis in a product, process and workplace design (e.g. Siemens

2014 and Dassault Systemes 2014). The DHM tools use computer manikins (i.e. digital humans) as

representations of the human operators inserted into a synthetic or virtual environment to facilitate the

assessment of process performance and safety. Apart from the human representation in a digital

format, the DHM software tools are usually equipped with a certain functionality that is suitable for

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considering and analyzing human factors and ergonomics aspects. The availability of accurate digital

models and simulation tools has significantly reduced development time and cost by being able to

identify and correct problems before any physical prototypes are built. For example in automotive

assembly planning digital buildability check is a well-established process, in which digital models of

the vehicle’s parts are checked for geometric consistency, thus guaranteeing that all parts can be

assembled before any prototype parts are manufactured.

Unfortunately, in practice, such digital assembly verifications mainly comprise static analyses of

buildability and accessability. This is due to time consuming modeling, inflexibility to changes on

process, and product, and to often occurring unnatural movements of the DHM if dynamic processes

are modeled. In order to successfully conduct DHM simulation in the design process, generating

human motion is one of the most important issues to be addressed. Forward and Inverse Kinematics

are used to generate motion, such as human walking, or a library of predefined postures may be

available for users. . In forward kinematics, instead of specifying positions, the motion animator

specifies parameters that condense the essence of the motion and allow its individualization. In

inverse kinematics, if the position of the final effector is given, the calculation of the intermediate

links is automatic. Typically, the user defines a number of key frames, i.e. static postures. Then

DHM interpolates between every pair of key frames to generate in between postures that depict the

whole movement of the DHM. Following this approach, this is the current practice, modeling a

simple task, such as walking and picking a part form a bin, requires the definition of various key

frames. However, if changes on the scene are required, e.g. a new position of the bin or a new version

of the part, new modeling of the whole process is usually required. Even after carefully modeling the

key frames, unnatural behavior of the DHM’s movements could arise. So as to avoid this issue,

usually more key frames need to be defined, thus increasing modeling time (Manns and Arteaga,

2013). In a similar manner ergonomic assessment is primarily provided as a static analysis of the task

at hand, i.e. one can create a static ‘‘snapshot’’ of the posture or situation to be evaluated and then

perform an analysis using the DHM tool (Alexopoulos et. al. 2013).

Another, technique for motion generation and simulation of manufacturing and assembly tasks is

Motion Capture (Hartel et. al. 2010). It is a technique to record and digitally present human body

movements. By attaching markers or sensors on the human body, cameras or receivers can capture the

motions of body segments. Comparing to the kinematics approach, generating motion through motion

capture system has the advantage of describing realistic human motions and requires less modelling

time. However, typical Motion Capture systems, such as optical and magnetic ones, are a) expensive

and b) are very difficult to setup and operate in an industrial working environment and c) their

generated motion neither be edited or adapted to different task constraints nor be compared to

simulated motions on the fly or offline in a time efficient manner. Consequently, Motion Capture is

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not effectively used for industrial process design although its benefits for generating realistic digital

simulations are widely recognized.

Alternatives, like imk automotive’s EMA, address the time consuming and inflexible approach of

classical DHM tools by allowing a more abstract modeling of the DHM movements and its

interactions (Manns and Arteaga 2013). This approach is based on the decomposition of tasks into

basic operations and the use of parameterized movement generation. The underlying movements

appear more natural due to the fact that these were synthesized by recording and analyzing the

movements of real workers executing diverse manual tasks (Fritzsche et al. 2011). However, as we

move away from detailed but time consuming DHM based process modelling then we lose a lot in

terms of simulation quality (for example in terms of simulation realism).

There are two main industrial pilot cases within the INTERACT project. The first is one is related to

digital automotive production planning verification, the second one to warehouse component handling

within the area of professional white goods. Both pilot cases are shortly described in D1.2.1

“Requirements on monitoring of manual assembly operations”. A complete description of the project

pilot cases is provided in confidential deliverable D1.4.1 “Industrial pilots definition”.

The analysis of the current practice in industry and the definition of the pilot cases has indicated the

key problems of using DHM based simulations in current practice. Existing simulation tools have

proven to be difficult to cope with, especially with respect to the aspects summarized in the following

Table 1.

Key Problems Identified in Current Industrial Practice Importance

Too high modeling time required by the user. Critical

Displayed process could not be changed on the fly. Instead editing of the model

requires even up to 1-2 weeks.

Critical

Unlike with the evaluation using physical parts, during the use of virtual models

there are less solution suggestions.

High

Ability to modify the digital model using sensor data from some motion capture

session.

High

High realism of the model that satisfies needs especially of ergonomics experts.

There should be minimum trade-off between modelling time and realism.

High

Forces and their impact on workers were not displayed High

It is not possible to compare 3D human simulation process models with real Average

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human process execution both on the fly and off-line (in a time efficient manner

for the later).

3D human simulation models should be interactive and flexible so that they can

be altered by different process/product designers by him/herself without the need

of an expert with DHM modelling skills.

Average

The users of the models do not have the ability touch parts and get a real feeling

of the requirements for handling/assembling the part

Average

Table 1: Key problems for efficient 3D human simulation models generation and interaction

Following the identification of the key problems for using DHM based simulations for analyzing the

industrial processes a detailed list of requirements has been generated as an outcome of the

requirements gathering phase. The comprehensive list is provided in Appendix I: USER

REQUIREMENTS CATALOGUE FOR DHM BASED MODEL

3.2. State of the art

3.2.1. Motion generation and motion synthesis

Manual assembly stations incorporate complex and time-consuming operations that involve human

interaction with different kinds of tools and materials. DHM tools have been developed to

characterize human locomotion and to simulate human-system interaction (Mavrikios et. al. 2007,

Pappas et. al. 2007). In order to successfully conduct DHM simulation in the design process,

generating human motion is one of the most important issues to be addressed. Forward and Inverse

Kinematics are used to generate motion, such as human walking. These systems are based on

biomechanical and biological studies. In forward kinematics, instead of specifying positions, the

motion animator specifies parameters that condense the essence of the motion and allow its

individualization. In inverse kinematics, if the position of the final effector is given, the calculation of

the intermediate links is automatic (Chryssolouris et. al. 2001). Other approaches for motion

simulation utilize a database of motions for motion modelling and prediction (Park et al. 2004) or

combine existing motions in order to generate new ones. Several approaches use statistical analysis

(e.g. regression) on motion-captured data in order to form predictive models for a sequence of

postures. Motion adaptation/retargeting techniques, influenced by computer graphics ones have been

used in order to generate new motions for different characters with the existing captured motions.

These approaches consider motion as a set of signals and apply signal-processing techniques to them

(Bruderlin and Williams 1995, Witkin and Popovic 1995). Retargeting techniques usually re-use

motions created for one character for controlling the motion of others, so as to preserve as many as

possible of the desirable properties of the original motion. In that case, constraint optimization

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techniques are used to impose valid postures (Gleicher 1998) or multiple-objective optimization has

been proposed in (Yang et. al. 2004). One popular data-driven approach is motion graphs, which

represent allowable transitions between poses (Kovar et al. 2002; Safonova and Hodgins 2007).

Motion graphs create an animation by cutting pieces from a motion database and reassembling them

to form a new motion.

In (Heck and Gleicher 2007) they present the parametric motion graph, an example-based motion

synthesis data structure. A parametric motion graph describes possible ways to generate seamless

streams of motion by concatenating short motion clips generated through blending-based parametric

synthesis. Blending-based parametric synthesis allows generation of any motion from an entire space

of motions, by blending together examples from that space.

In order to overcome drawbacks of the motion graphs concept, (Min et. al. 2012) have developed a

generative motion model that is compact and amenable for motion analysis and synthesis. Elementary

motions such as right stance or left stance are represented by parameterized statistical distributions.

These distributions form the nodes of a graph (called morphable graph or motion graph++), in which

transition probabilities of the parameters are represented by the vertices, i.e. if in a walk the right

stance is done slowly, the following left stance is likely to be slow, too (Figure 1). This representation

allows describing infinite elementary motion styles within one node and therefore allows efficient

storage and synthesis with huge and heterogeneous motion databases. These styles are differentiated

from high-level structures, that are derived from traversing different graph paths. Min et. al. have

demonstrated that their system can generate a wide range of style variations, including functional

variations (e.g. locomotion speeds, step sizes, uneven terrains, and turning angles).

Figure 1: A morphable graphs model for running (Min et. al. 2012)

3.2.2. Ergonomics Assessment

Scientific results show that computer manikins are viable tools for the verification of ergonomics

early in a development process and for helping detect many problems prior to physical pre-series.

There is a considerable amount of research that focuses on the application of the DHM technology,

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incorporated in VMS for the evaluation of ergonomics in industry by using commonly available

methods. Demirel and Duffy (2007) have investigated the use of DHM integrated within PLM for

three industrial cases and their results indicated that the DHM tools have the potential to improve

design challenges during product development and provide control of the entire process of designing

and analyzing a product before ever being launched. Mavrikios et al. (2007) and Pappas et al. (2007)

have applied static posture analysis, in a real-life scenario, by using ergonomic tools provided by

DHM and they proposed countermeasures in order to improve working “comfort” in manual assembly

tasks.

Dynamic ergonomics analysis in a VMS was presented in Rhen et. al. (2011a) and Rhen et. al.

(2011b). It is illustrated how time significant wrist exposure data can be obtained from a DHM and

may be used for ergonomics assessment. An assembly task is analysed with the help of DHM tool

and they propose an evaluation model where RULA’s thresholds are used in combination with time-

dependant information regarding wrist flexion/extension. Ma et. al. (2010) propose a framework to

evaluate manual work operations with the support of motion tracking, DHM and the Maynard

Operation Sequence Technique (MOST) motion–time method. Their framework utilizes a

mechanism of automatic motion recognition but their work focuses on assessing manual work

efficiency, using MOST, rather than on assessing ergonomics related risks of manual operations.

Alexopoulos et. al. (2013) presented ErgoToolkit, which implements ergonomic analysis methods,

into digital tools for ergonomics, integrated into state of-the-art virtual manufacturing software

DELMIA V5. Their approach implements the Automotive Assembly Worksheet (AAWS) method

presented in Winter et al. (2006).

3.2.3. Controlled Natural Language

Controlled Natural Languages (CNLs) are subsets of natural languages such as English. Not all words

are permitted, not all grammatical constructions are allowed, and certain stylistic rules are in place to

guide the writers. Why were CNLs developed as alternatives to natural languages?

Natural language statements are often ambiguous. Consider "Sue met Tania, because she wanted to

apologize". Who wanted to apologize? Usually there is a preference to subject reference, i.e. Sue, but

there is a valid reading saying that Tania wanted to apologize. CNLs usually interdict the use of

pronouns. "Sue met Tania because Tania wanted to apologize" would be a valid CNL expression.

Natural language statements are often unspecific. Consider "The door must be opened before

entering" or "The screw driver should be placed near the screws". In both examples, the actors are not

mentioned. In technical writing, actors are essential which is why CNLs usually forbid the use of

modal verbs and of passive constructions. "Open the door before entering", or "Place the screwdriver

near the screws" are valid expressions in many CNLs.

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Natural language statements are often very complex. While parsing free text has made tremendous

progress, there are still constructions that cannot be parsed successfully yet. A CNL is defined in such

a way that only grammatical expressions are allowed and that these expressions can be guaranteed to

parse correctly. By the same token, translatability from one language into another one is supported by

CNLs. This is a frequent necessity by companies selling technical devices to international customers.

For computer usage, CNLs were invented since the early 1970s, with the Caterpillar Fundamental

English being a most prominent example. Boeing has a CNL to describe aircraft manuals. Another

famous CNL is AECMA Simplified English. Siemens has created a German CNL. Nothing is nown

about the detailed definitions, as these are considered proprietary knowledge by the respective

companies. An overview of the CNL topic is given by Wojcik and Hoard (1997), and with a view on

ontology editing, by Funk et al. (2007).

For INTERACT, CNLs are needed for all of the above reasons. Planners must be able to express their

intentions in a normalized, canonical fashion that can be understood easily by the workers. The

description of assembly operations is comparatively simple. While huge efforts were spent in training

writers for the Caterpillar Fundamental English, the INTERACT usage does not assume the necessity

for any language training at all. The reason for this lies in the user interface that will be adopted,

which does not allow the planner to leave the language. In composing an assembly task from parts,

the CNL description emerges. The CNL expressions on the one side and the actions, parts, tools etc.

on the other are in a bijective relationship. By using the CNL, the terminology is at the same time

unified across the company, as the CNL forces writers to use the same term for an item, and the same

phrase for an action.

With acceptable effort, these CNLs can be transposed to other natural languages, which is, however,

not part of the project INTERACT, but certainly within the space of necessities for the transnationally

active pilot case partners Daimler and Electrolux.

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4. BASELINE AND RESULTS ASSESSMENT

As the previous chapter gave a description on how end users work with digital human models, this

chapter has the purpose of describing the performance of the status quo digital human modelling

software EMA (editor for human work activities). EMA will be used as a baseline for the

measurement of the performance of the software prototype, which will be developed in INTERACT.

Therefore, this chapter will give a brief impression of the features and work flow of EMA. To

measure the performance of the developed prototype, parameters of performance will be defined.

These parameters will be measured for the INTERACT prototype and the EMA version of January

2014. At this point it is important to state, that the performance will be evaluated in the frame of the

defined use and pilot cases. Therewith, the measured performance only compares the performance for

these cases and their explicit features and characteristics.

4.1. EMA

4.1.1. Introduction

The EMA software is a holistic 3D planning tool for the simulation of human work activities in

industrial production. A key concept of EMA is the approach of self-initiated motion generation by

the human model, which decreases the effort for users in simulation preparation and tries to increase

the validity of simulation results in terms of realistic motion trajectories and biomechanical

correctness. This is primarily done by changing the traditional method of motion simulation using a

step-by-step animation procedure into a task- and object-oriented approach with parameterized human

movements that are calculated with generic algorithms. EMA is already capable of reproducing most

of common work-related activities. Key features of the EMA software are the implemented

assessment functions, using ‘state-of-the-art’ methods like MTM (Methods Time Measurement) for

time analysis and EAWS (Ergonomic Assessment Worksheet) for ergonomics risk evaluation

4.1.2. Creating a scene

The first step of every simulation of human work activities (hereinafter ‘simulation’) is the creation of

a virtual working environment (work place or scene). EMA uses different types of geometry data

formats to produce elements for a scene:

Geometric primitives

EMA intern objects like cubes, tables, racks, cylinders, and markers which can be varied

in their dimensions at the point of creation or adapted later in a refining process.

Collada format (.dae)

open source CAD format, which is based on xml language and was developed as

exchange format for different CAD tools.

.jt format

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Cad format, which is related to SIEMENS. On 2012 December, JT has been officially

published as ISO 14306:2012. EMA supports .jt-files up version 8.x.

The process of layout definition is similar to current 3D simulation standards. The organization and

definition of positions and orientations can be done by alphanumerical input or interactive 3D

manipulation via 3D window. The ‘objects” workbench also includes features like the creation and

manipulation of object-structures (hierarchy), object mass, digital human models of different

percentiles, and the (in-)visibility of objects.

Figure 2: EMA workbench

4.1.3. Task/movement definition

The movement or behavior definition in EMA follows its approach of a task-oriented self-initiative

motion generation. The description of the manual process is realized by the combination of different

“tasks”, which are compiled in the “task library” (a). The tasks are defined in accordance to the

MTM-method and represent most common tasks in work activities like ‘pick object’. ‘place object’,

‘walk’, ‘use tool’, etc.. Single tasks are put into each virtual worker’s timeline (b) by drag and drop.

For example:

Task description:

“Assemble the rear mirror at the door with two screws”

Timeline:

Figure 3: EMA task description in a timeline

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As shown in the figure above, in EMA the assembly task is defined by eight single tasks, which

include picking the mirror, the screws, and the screwdriver. After that mirror and screws have to be

placed and the screwdriver is subsequently used to mount the screws. Walking paths are created

automatically for each task.

Every task needs the definition of different obligatory parameters by the user. ‘Picking’ for example

needs at least the information, which object has to be picked by the DHM with which hand(s) (c).

Next to this there are optional parameters for every task. Often used optional parameters are forced

body postures, lock leg movement or processing time.

Figure 4: here EMA ‘Tasks’ workbench. a. task library, b. timeline, c. task parameter

4.1.4. Assessment tools

EMA offers different assessment tools for time related and ergonomic assessment of the simulation

process.

The ergonomic assessment workbench is based on EAWS (Ergonomic Assessment WorkSheet)

(Schaub et al. 2012). EAWS is an international established assessment tool, which focuses on the

holistic work load within manual tasks. The main parameters for the analysis are body postures,

forces, loads and the frequency respectively the duration. Additionally extra points can be added for

special difficult working conditions like impulses, hot objects, or vibrations. The result of an EAWS

analysis divides into the three categories green (no need for action), yellow (intermediate risk), and

red (immediate need for modification of the work place).

a c b

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The second assessment tool is the so called spaghetti diagram, which allows analysis of walking

paths. The analysis includes distances, times and the relative time at several work stations.

Figure 5: EMA spaghetti diagram with two workers

Next to these assessment tools, there is a time and added value based assessment. In these tools the

user gets basic information about time, distances and added value for every task. The results are

presented in a numerical and graphical manner.

4.2. Parameters & Methods for software evaluation

The idea behind a baseline definition is a reliable and explicit description of the status quo. To reach

that goal different aspects have to be taken in mind. First of all it is necessary to define parameters

and the corresponding methods for measuring them. The parameters are derived from the requirement

list on one hand of and on the other hand from the pilot cases, which define the frame of the aspired

performance and features of the INTERACT prototype.

Performance parameters

The first category of evaluation is the performance. Performance parameters in this case are technical

parameters in the areas of graphics and calculation time.

Quality of Results

The quality of the simulation results, as one of the main goals for development in INTERACT, is the

most difficult to determine. Since the quality of a motion in terms of style and the proximity to human

like behavior is not exclusively objective, but underlies the subjective impression of the observer.

Nonetheless it is necessary to define objective measurable parameters next to empirical user ratings,

gathered from questionnaires. These measurable parameters are defined in chapter 4.4.

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Usability

Usability is an important aspect of the quality of software. The three key aspects of usability are

effectiveness, efficiency and satisfaction. While effectiveness and efficiency can be measured by

certain parameters, satisfaction is difficult to determine. Beside this, one should consider, that the goal

of INTERACT is the development of a prototype and not a marked-ready software product and within

that the usability is not a key goal.

Therefore, the assessment of the usability will be limited to a comparison of the methods, movement

definition, motion refinement and the process of motion capturing. Usability related parameters like

response time are evaluated in the performance chapter and should not be evaluated twice. Especially

the motion definition and interactive changing is an important requirement by the industrial partners

and a major subject in the use cases. Within these issues it should be considered, that all potential user

groups have to be evaluated, considering their different level of expertise.

Features

The last evaluated criteria is a list of features, which is generated from the list of requirements for the

INTERACT prototype. The Baseline software EMA and the INTERACT prototype will be tested

against this list, whether they include the different features or not.

The vision of the project is to provide means to automatically generate a model for the manual

operations. Indicatively, with the software Delmia V5, the time to generate a 3D simulation model for

one station was one to two weeks for a user who has received trained in Delmia V5 but not an expert

in the Human module.

With the software EMA by imk automotive, modelling time could be reduced to 2 days with 2 expert

users from imk automotive. However, the resulting models are less realistic – especially considering

hand movements. For both Delmia V5 and EMA V5, the computer needs around 20-30 GB of RAM

to process all the data.

4.3. Success criteria

In the table below the list of criteria that will be used for accessing the success of the 3D human

simulation generation and interaction are presented. The methods to assess those criteria are also

discussed.

No Success Criterion Type Measures Target Objective

1 Time spent to develop/build a digital human simulation model for work activities (assembly tasks, materials handling) when developing a

Usability Modelling time spent per simulated time

50% - 70% reduction compared to current industrial practice (based on Delmia V5 Human Task

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simulation model “from scratch” (e.g. in the occasion for process planning of a new product or product variant) and get a first verified DHM based simulation of the process (1st simulation run).

Simulation) which is ~ 1 person week per simulation minute

AND

At least as good as EMA which is ~ 2-4 person days per simulation min

2 Time required for manually updating a 3D human simulation model that improves the process design following or in parallel to a prototype production phase.

Usability Modelling time spent per simulated time.

At least as good as EMA which id 15-30 minutes per simulation minute

3 Integration of Motion Captured data to 3D human simulation models during collaborative sessions with limited time constraints

Usability Time required updating a 3D human simulation with Motion Captured data.

2-3 changes in the order of the worker tasks recorded during the pilot workshops AND

4-5 changes in the process parameters recorded during the pilot workshops

4 Alternative scenarios should be planned by workshop participants. The definition of user initiated scenarios that describe alternative process plans during on-line collaborative workshops with strict time limitations

Usability Number of user initiated scenarios in on-line collaborative workshops with strict time limitations

2-3 user initiated scenario changes during process review workshops. Currently, no changes are possible in the simulation model due to the complexity to implement them.

5 Adequacy of 3D simulation for performing digital simulation analysis

Quality Objective estimates based on several criteria (see chapter below). The objective assessment will be validated based on questionnaire for assembly verification workshop participants.

Should be at least as good as a DELMIA v5 approach and considerably better than EMA

6 Calculation time required to generate a new 3D human simulation.

Performance Computation time required for the generation 1 sec of simulated time.

Maximum 5 times for calculating changes.

Table 2: Success criteria measurement

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4.4. Assessing the adequacy of 3D human simulation models for process

verification in the industry

Simulation models that are based on DHM are used for the verification of assembly processes in

manufacturing industry. However, currently the adequacy of such models for the needs of process

(such as assembly) verification can only be subjectively assessed by empirical user ratings, gathered

from questionnaires. The purpose of this paragraph is to propose a framework that can objectively

rate the adequacy of a DHM based simulation model for process verification purposes. This

framework can be used to objectively compare the models generated by different DHM based

simulation methods or tools or it can be used to support that the use of a simulation model is at least

as valid as the use of a physical prototype that is built for the same purposes. An important factor that

should be considered when rating the adequacy of simulation model is the role of the person that is

interested in some verification aspect of an assembly process. Typical roles are ergonomist and task

engineer (someone who assesses the performance).

The objectives is to implement those measures and their calculation method within INTERACT and

validate them by comparing subjective assessment of field experts within INTERACT industrial

partners.

No Measure Name Measure description and rationale

Calculation Method

1 Collisions (penetration greater than 5 mm)

Hypothesis: The more collisions exist during a simulation the less likely it is that this simulation is valid for validation and assessment of a process.

%of simulation time that is collision free

2 Simulation realism Hypothesis: The less realistic a simulation looks like the less useful it is for validation and assessment of a process.

Rather complex measure is

required here:

Minimum jitter or

maximum smoothness in

movement.

Use dynamics/physics to

assess a simulation

generated based on

kinematics (e.g. center of

DHM mass) (DeMagistris

et al. 2013).

Body limbs profile (e.g.

hand movements have a

bell-shaped speed profile

in straight reaching

movements) (DeMagistris

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et al. 2013).

Head movement (e.g.

looks at part when picking

a part)

3 Spatiotemporal constraints satisfaction

Hypothesis: If one or more process constraints (e.g. pick tool located in x,y,z within a time period) are not satisfied during the DHM based simulation the less valid this simulation is for process verification purposes.

Check list:

All parts/tools described in the work tasks are picked and placed correctly.

4 Process execution Hypothesis: If a DHM based simulation of an assembly process contradicts the process description then the simulation is unusable for process verification.

Comparison (in %) of correctly simulated process sequence to planned process sequence.

5 Precision in scene/objects representation

Hypothesis: Real world items usually vary in terms of dimensions, placing in 3d space etc. from the CAD models that were created during the design stage. A measurement of these deviations may be needed to provide an index of how well the model represents the actual scene that it simulates.

Geometric variations of each object

Placement deviation of all objects in all 6 DOFs

6 Completeness Hypothesis: If a DHM based approach for process verification cannot simulate all the process steps then this simulation is less usable for process verification.

Percentage (%) of process steps that have been simulated by a DHM approach and are clearly visible.

Table 3: Measures for adequacy of 3D human simulation models for process verification in the

industry

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5. REQUIREMENTS ANALYSIS

5.1. Introduction

Manual assembly simulations can significantly differ from the resulting assembly line operations they

depict. These differences, however, are not yet methodically evaluated and used in such a way that

could feed knowledge back to the simulation environments. INTERACT will utilize sensor data

coming from assembly line operations and their difference with the planned, simulated ones, in order

to achieve:

Improvement of the realism of the digital models of manual assembly operations, as well as

increased confidence in the simulation results.

Improvement of the performance of the planned assembly processes (for example in terms of

ergonomics, throughput and utilization).

Reduction of the time required to build digital models of assembly processes.

5.2. Vision and Key Features

Here we detail some important features that are required to fulfil user needs in their work as described

in the previous chapter.

5.2.1. 3D DHM level

Realistic movements

The movements should be simulated on a realistic basis, corresponding to human normal behaviour.

For instance, simulation of picking operation must be realistic time wise. Motion Captured data

taking with human subjects shall be combined with movement synthesis algorithms to model the large

range of movements to be studied during the INTERACT project.

Using collision detection, DHM shall support obstacle avoidance during complete or partial body

movement by suggesting realistic movement to avoid the obstacle(s). DHM movements must be

continuous and smooth

Motion synthesis

DHM shall support the definition of walk paths and their related postures. The motion synthesis

method should be extensible, to allow simulation of new movements. A clear methodology should be

given to update the motion synthesis capabilities with new motions (e.g. through Motion Capture.).

This is mandatory since the movements that will be studied during the project will cover only a small

part of the users' needs. Finally, multiple workers shall be possible to be simulated in sequential

operations. Parallel operations must be simulated, e. g. picking and walking, walking and turning

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Introduction of forces

Human motion simulation model shall be able to simulate the presence of forces. The physical

aspects of the objects shall be taken into account. For instance, forces and their impact on workers

when performing certain activities (e.g. clipsing) should be taken into account.

Task variability

Modification of anthropometrical characteristics shall have effect on postures and movements.

Definition of postures and movements shall also depend on environmental, task, spatial and temporal

constraints.

Ergonomic Assessment

The solution has to evaluate ergonomic aspects related to postures and movements.

This evaluation will be based on conventional methods like EAWS, NIOSH, reachability and

ergonomic landscapes. Ergonomic assessment should be done on a dynamic simulation and not just

static postures basis.

5.2.2. Design engineer/process planner expert level

Model generation and interaction

An initial automatically generated human simulation model from textual process description. The

user should be able to modify several aspects of the 3D DHM simulation model.

Usability in defining alternative movements

Definition of alternative task scenarios and movements shall be independent from the experience of

the operator. The user should able to define alternative task execution scenarios in very short time.

5.2.3. Ergonomics expert level

INTERACT simulation should be possible be integrated to Ergonomics methods to perform

ergonomics analysis on the simulated motion.

5.2.4. Software integration

INTERACT system should realize data retrieval from CAx systems via JT for geometric data and

structured interfaces (e.g. XML based) for alpha-numeric data.

5.3. DHM motion generation and interaction system requirements

5.3.1. Elementary motions to be simulated

In this paragraph the elementary motions that should be simulated and synthesized by the INTERACT

simulation module to be developed in WP2 “Best-fit simulation” are described. The elementary

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motions have been derived by analyzing the three pilot cases of the project. The elementary

movements have categorized into the following categories:

Pick (Grasp) is the motion used when the purpose is to gain control of one or more objects. In

most case a pick movement is followed by a move. It attached hand(s) to object

Release is the relinquishing of control of an object by the hand or fingers. Detach hand from

object.

Insert is the placement of a component inside another

Attach (or engage) is to connect objects.

Detach (or disengage) is the basic element used to break contact between one object and

another. Disconnect objects

Move object the predominant purpose is to transport an object to a destination.

Touch object with the end-effector.

Turn is a movement that rotates the hand, either empty or loaded. The movement rotates the

hand, wrist, and forearm about the long axis of the forearm.

Look at changes the head orientation.

Use Tool is a movement for performing operations with tools.

Body Position (Motion) are motions of the leg-foot, horizontal torso motions, and vertical torso

motions. Values include stand, sit (straight/slumped), squat, kneel (one/twoknees), lay

(prone/supine/side), crawl, bend and walk.

No. Movement

Category

Description Elementary

movement

Middle

Console

Rear-

light

Ware-

house

1 Pick

(Grasp)

Attach hand(s) to object Pick-up using right/left

hand or both

× × ×

2 Pick

(Grasp)

Attach hand(s) to object Transfer (control

transfer grasp from

one hand to other)

×

3 Pick

(Grasp)

Attach hand(s) to object. Regrasp (Change

grasp without

relinquishing control)

×

4 Pick

(Grasp)

Attach hand(s) to object Contact Sliding, or

Hook Grasp

5 Release Detach hand from object Release right/left hand

or both

× × ×

6 Insert Place component inside

another

One hand moving

towards the other, both

holding components

× ×

7 Attach Connect objects Attach/Connect/Engag

e objects

× ×

8 Detach Disconnect objects Disengage ×

9 Move In Move object, the

predominant purpose is

Push/pull object × ×

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Table 4: List of motions to be simulated in INTERACT

5.3.2. Derivation of a sequence of elementary motions from planning texts

The definition of a sequence of motion elements that execute the task will be achieved through CNL

that will map the description of tasks to motion elements. Assembly descriptions based on a

Controlled Natural Language (CNL) have a significant advantage over those formulated without

restrictions – they can easily and unambiguously be parsed, processed and generated. The CNL

system enforces the use of controlled language and therefore makes it possible to automatically

process and analyze assembly descriptions.

object to transport an object to

a destination.

(extend / retract arms)

10 Move

object

In Move object, the

predominant purpose is

to transport an object to

a destination.

Carry (move body to

change position while

holding object)

× ×

11 Move

object

In Move object, the

predominant purpose is

to transport an object to

a destination.

Press/Lift (move

object down/up)

× ×

12 Touch Touch object with the

end-effector

Apply pressure with

finger

13 Turn Turn is a movement that

rotates the hand, either

empty or loaded.

The movement rotates

the hand, wrist, and

forearm about the long

axis of the forearm

(left/right).

× ×

14 Look at Change head orientation Turn head to look

around

× ×

15 Use Tool Use battery tool Loosen/Tighten nut × ×

16 Use Tool Use cordless

screwdriver/tool

Bolt-

Connect/Disconnect

×

17 Use Tool Rivet gun Hammer rivets ×

18 Touch Use a machine’s controls Press button

(left/right) hand

×

19 Body

Position

Vertical Motion Kneel (one leg or

both)

20 Body

Position

Vertical Motion Bent forward

21 Body

Position

Horizontal Motion Side step ×

22 Body

Position

Horizontal Motion Walk unobstructed and

without carrying loads

× × ×

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The CNL descriptions of assembly activities come at different grain sizes. In any case, an assembly

shall be represented by a sequence of CNL expressions in their temporal order. Each CNL expression

is analyzed (see below). The analysis consists of linguistic analysis on the one hand and enrichment

with parameter values on the other.1 For ease of reference let us call the formal language, in which

analyses are represented, SD (for Semantic Descriptions).

Each SD expression can be mapped onto a sequence of motion elements that are used to visualize the

intended meaning. More formally, a homomorphism from SD expressions onto sequences of motion

elements shall exist.

Figure 6: Homomorphic Mapping (grey) of SD Expressions (green) Onto (Sequences of) Motion

Elements (orange)

Figure 6 depicts a situation in which for each of the SD expressions a sequence of motion elements

has been found. The borders between the adjacent sequences need to be merged, unless mergers from

the past can be reused. The merging results depend on the supplied parameter settings; they will be

stored for future reuse.

The merging is context-dependent. Therefore the interface from SD to the selection of motion

elements consists of a sequence of two SD expressions, namely the current one to be mapped, and the

subsequent one, which the current one must merge with. This can be seen like a window shifted over

the sequence of events, when the material “left behind” is already visualized, and the material “ahead”

consists of CNL statements.

Requirement Description

Automatic derivation of a sequence of elementary

motions from planning text.

The INTERACT system should be able to derive

the sequence of elementary motions (e.g. picking,

walking, turning etc.) from initial textual

description plus dynamic and static role filler

properties as constraints over motion sequences.

Table 5: Requirements for derivation of a sequence of motions

1 To be specified. For instance: 3D location, weight, grasp points.

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5.3.3. Motion constraints generation

The INTERACT system should be able to define the motion constraints (e.g. what part to pick, where

to place it, using left or right hand etc.) by utilizing data coming from CAD, CAPP system regarding

the process that should be simulated.

Some CNL expressions are underspecified with regard to the properties of the participating elements.

Each element (e.g. “cordless screw driver”, or “middle console”) has parameters such as weight, grasp

points etc. The values of these parameters must be available, with a unique index pointing from the

ontology to the data.

Similarly, some CNL expressions are underspecified with regard to details of the activities. For

instance, the activity of picking up screws can be carried out by picking one screw at a time, or all

screws at once. Screws can be carried in one hand, in both hands, or in the trouser pocket (other

manners possible). The CNL must explicitly mention any non-retrievable details of movements that

pertain to the selection of motion elements.

Motion synthesis should take into account the environment in the sense that collisions with object in

the environment and the animations of the avatar are avoided. In general, collision avoidance would

need motion planning with a path planning approach that computes collision free movements for the

avatar taking into account all individual joints the avatar might have. However, for an avatar with a

high number of joints such an approach is computational expensive. Depending on what kinds of

movements are needed more efficient solutions are possible. If for example the avatar needs to walk

from one position to another in an environment which is not crowded with obstacles, it is possible to

compute a navigation mash which consists of trajectories which allows the avatar to move without

worrying about collisions if its centre of mass is following the trajectory accurately enough. To

achieve this the avatar is usually put into a bounding box or into a cylinder and computes paths which

allows this bounding box or cylinder to move without collision from one position to another one.

While moving the avatar is then allowed to act freely in this bounding box or cylinder. The situation

gets more complex in case the environment contains moving objects itself. However, if the

movements of these objects are not too complex they can be taken into account.

Apart from the constraints that are inferred by analysing the environment the user should also be able

to modify or explicitly define constraints (e.g. define a specific point in a walk path).

Requirement Description

Automatic inferring of motion constraints from The INTERACT system should be able to

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product, process and resource data and a-priori

knowledge

automatically define the motion constraints by

utilizing data coming from CAD, CAPP, work

task information including descriptions, relevant

parts, worker assignment, worker position.

Collision free DHM walks The motion planning subsystem should generate

movements of the DHM that are collision free.

Explicit definition of a constraint in the 3D space The user should be able to explicitly define new

constraints in a motion or to explicitly change an

inferred constraint.

Table 6: Motion constraints generation requirements.

5.3.4. Motion synthesis

The INTERACT human motion simulation system should be able to smoothly combine primitive

human motion in order to generate new motions. This will allow the concatenation of primitive

movements to form a rich repertoire of human activities. Moreover, the motion synthesis method

should be extensible, to allow simulation of new movements. A clear methodology should be given to

update the motion synthesis capabilities with new motions (e.g. through Motion Capture.). This is

mandatory since the movements that will be studied during the project will cover only a small part of

the users' needs. Motion synthesis capability will provide the backbone to enable the user to

accurately and interactively control a DHM by simply issuing high-level control commands such as

“walking to reach a point and “picking up the object at”.

Moreover, it should be able to generate and simulate parallel operations, e. g. picking and walking,

walking and turning.

The requirements for motion synthesis are listed in the following table:

Requirement Description

Combine human motions in order to generate

new motions

The motion generation system should be possible

to combine several motions and generate a big

repertoire of motions.

Motion adaptation to new constraints The INTERACT motion generation sub-system

should be able to adapt a motion to new motion

constraints.

Change the DHM

Change the environment

Change both DHM and the environment

Motion generation capability should be

extensible to a numerous types of motions

The motion generation system should be possible

to be expanded and include other types of

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motions that may not be included in the initial list

defined by the project case studies.

Generation and simulation of parallel operations

of one worker

It should be possible to generate motions that

execute parallel operations e. g. picking and

walking, walking and turning.

Table 7: Motion synthesis requirements

5.3.5. Model interaction

5.3.5.1. CNL based interaction

The system described in (Manns and Arteaga, 2013) enables the planner to express assembly activities

in CNL. Based on the activity, the system presents to the planner a template with placeholders for its

possible roles. Some roles are optional, others are obligatory. For each role, the system also presents

a set of reasonable filler parts. These filler parts are extracted from various external data sources. The

planner selects suitable fillers, and the CNL text is generated, as planning proceeds. By virtue of the

CNL, the planner cannot accidentally generate uncontrolled text. Both templates and filler parts are

available in several languages, which allows for the automatic translation of the assembly activity

descriptions into any other supported language. The current working hypothesis is that a similar

interface is suitable for INTERACT as well. By and large this depends on the complexity of the CNL

required.

5.3.5.2. Sensor based interaction

The INTERACT simulation model should be editable though the sensor system. A user should be

able to execute a task or a portion of a task (i.e. some steps) within a motion capture area and the

captured motion should be used to update/edit the DHM based motion simulation. For example an

engineer may want to assess a ‘what-if’ scenario in which a different tool type (than the planned one)

is used and the tool is located in a different location than the one planned. If the new tool type is

available in the motion capture area the user may execute and capture the portion of the whole task

that is related to the use of the new tool type (and new tool location). Then the INTERACT system

should be able to update the originally planned, simulated motion with key-aspects (e.g. new tool

location, new tool type, probably new working posture using the new tool) of the captured motion.

The update should be possible through utilizing the motion synthesis and generation functionality.

Further, details on how the INTERACT sensor system can be used to provide input to motion

synthesis is given in INTERACT D1.2.1 chapter 5.1.1 and 5.1.2.

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5.3.5.3. Change order of work tasks

The INTERACT simulation model should be editable by modifying (aka add, remove or change the

order) of work task. A user should be able to change the execution order of work tasks and the

INTERACT simulation system should be able to simulate the new work task execution order or to

report exceptions and inconsistencies.

Requirement Description

CNL based interaction The user may modify terms in CNL descriptions.

Sensor based interaction The user may initiate some Motion Capture session (using sensor

technology to be defined in INTERACT WP4). The new captured

motion, which corresponds to some specific task, can be used to

update/edit the DHM based motion simulation.

Change order of work tasks The user should be able to change the order of work tasks and this

should be depicted in the simulated motion.

Table 8: Requirements for interacting with the DHM based process model.

5.3.6. Motion simulation / animation

The INTERACT system apart from motion synthesis and generation should be able to

simulate/animate a generated motion. The INTERACT simulation subsystem should implement the

following requirements:

Requirement Description

DHM motion simulation/animation The INTERACT simulation subsystem should be able to

simulate a DHM motion

Scene objects (not only DHM) should

able to change during simulation

Objects in the scene (e.g. parts, tools) should move during

simulation.

Objects moving along with DHM (e.g. worker

carrying a part)

Objects moving on the occurrence of some event

(e.g. worker presses a button and a part rotates)

Object moving when the object that it is attached to

is moving (e.g. part on table moves when the table is

moving)

Work step recognition during 3D

simulation

During simulation it should be possible to recognize

(through annotation) the work steps executed by the DHM.

Table 9: Motion simulation/animation requirements

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5.3.7. Ergonomics assessment

The INTERACT system should be able to provide ergonomic assessment of existing DHM

simulations. It should provide ergonomic assessment functionality for the EAWS, NIOSH and OCRA

standards. More details on the ergonomics assessment requirement are provided in the Ergonomic

App in INTERACT deliverable D1.3.1.

5.3.8. Non-functional requirements

In terms of system performance and quality, several important factors are relevant for the motion

generation and subsystems of the INTERACT system. See the following table for a list of non-

functional requirements the system has to implement.

Requirement Description

Motion must be smooth The generated motion should be smooth without

jerkiness or sudden locomotion or body limbs.

Realistic human motion simulation Human motion must be realistic incl. acceleration

and deceleration behavior

DHM walk paths must be continuous and smooth There should be no human body sudden

locomotion. The walking pattern (e.g. make a

side step after having walked forward) should

change smoothly.

DHM simulation must be changeable on-the-fly The simulation model should be editable and re-

generated on the fly so as it may support on-line

collaborative sessions.

Table 10: Non-functional requirements

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6. CONCLUSIONS

The primary conclusions/results include the following:

The main result of this deliverable is the list of requirements and key features for the INTERACT

motion simulation developments to take place in WP2 “Best-fit simulation of manual assembly

using sensor data”.

The analysis of the state of the art has indicated that there is a high potential in using the

principles of the morphable graphs approach for a baseline in DHM simulation.

The list of success criteria will be used in WP 6 “Industrial Pilot Cases, Demonstration and

System Validation” for assessing the performance of INTERACT motion generation and

synthesis approach.

The requirements defined in this document will serve as an input to the RTD tasks of WP2 “Best-fit

simulation of manual assembly using sensor data”.

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7. GLOSSARY

DHM Digital Human Modelling

PLM Product Lifecycle Management

MMT Material Management Team

VMS Virtual Manufacturing Software

RULA Rapid Upper Limb Assessment

MOST Maynard Operation Sequence Technique

AAWS Automotive Assembly Worksheet

CAPP Computer Aided Process Planning

CAD Computer Aided Design

C-values C-Values are a Daimler in-house system that

has been developed from MTM. Objectives are

reduction of analysis time and application

throughout the planning phase.

eHPV Engineered Hours Per Vehicle

MV Manufacturing Variable

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26. Rhen, I.M., Hanson, L. and Högberg, D., 2011b. Risk exposure assessment of dynamic wrist

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142-155.

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9. APPENDIX I: USER REQUIREMENTS CATALOGUE FOR DHM

BASED MODEL SIMULATION

Need Category

1 An ergonomy landscape has to be derivable from a 3 D simulation scenarios

ergonomic assessment

2 Assembly operations must be able to blend into each other (no return to base pose)

quality of results

3 Assembly operations must be smooth quality of results

4 Assembly sequence must not contradict itself quality of results

5 Assessment functionality for space requirements for station as in 3D scene

assessment general

6 Collision avoidance accuracy < 5 mm features

7 Comfortable work area for a worker must be visualizable ergonomic assessment

8 Containers must be able to move with the car (be positionable in moving coordinate system)

features

10 DHM MV processes (incl. walking) must be realistic incl. acceleration and deceleration behavior

quality of results

11 DHM MV processes (incl. walking) must be realistically timed incl. acceleration and deceleration behavior

quality of results

12 DHM MV processes (incl. walking) must look realistic quality of results

13 DHM simulation must be changeable within the workshop by each participant

usability

14 DHM walk paths must be collision free quality of results

15 DHM walk paths must be continuous and smooth quality of results

16 Each work step must be recognizable in the 3D simulation quality of results

17 Ergonomic evaluation of pick operations from part carriers with different filling percentage

ergonomic assessment

18 Ergonomic evaluation: EAWS criteria ergonomic assessment

19 Ergonomy landscapes have to be comparable for multiple scenarios ergonomic assessment

20 Error handling if a planning text does not match the controlled natural language

usability

21 Interactive comparison of planned MTM-1 bundles to the ones derived from the simulation (maybe with an automated comparison tool that displays deviations)

assessment general

22 Interactive reachability analysis ergonomic assessment

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23 Interactive user selection of screw or clip usability

24 Movement generation of a DHM so that the hand or tool reaches a selected tool or clip

quality of results

25 MTM 1 bundle scenarios must be comparable assessment general

26 MTM 1 bundles (C-Values) have to be derivable from the simulation model

assessment general

27 Multiple workers must be simulated in sequential operations features

28 Parallel operations must be simulated, e. g. picking and walking, walking and turning

quality of results

29 Part carriers have to be movable in the 3D scene in the workshop features

30 Part orientation operations must look realistic quality of results

31 Picking operations must look realistic quality of results

32 Planned MTM 1 bundles (C-Values) must be interactively changeable in the work shop

assessment general

33 Realistic simulation of one point picking (for larger parts) for assessment of feasibility

quality of results

34 DHM simulation scenarios must be comparable within the workshop features

35 Simulation scenarios have to be associated with MTM 1 bundle scenarios and compared

assessment general

36 Simulation of part orientation must be realistic time wise quality of results

37 Simulation of picking operation must be realistic time wise quality of results

38 The visualisation must give feedback if there are walk way tasks that match the simulated walks

assessment general

39 The visualisation should propose addition, adaptation or elimination of inadequately planned walk paths

assessment general

40 Unrealistic worker poses must be recognizable or avoided (physical force)

quality of results

41 Visualization of view area of the DHM (part visibility) and automatic recognition of blind assembly situations

ergonomic assessment

42 Work process (eHPV and MV) times have to be realistic quality of results

43 Work task sequence must be interactively changeable by workshop participants

usability

44 Works steps in the 3D simulation must correspond to work task descriptions

quality of results

45 (New) Item handling process definition features

46 Clear visualization of hands representation and movements in item handling

quality of results

47 Enable manual modification of the proposed outcome of the item handling process definition

features

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48 Trolley uploading process visualization quality of results

49 Trolley design suggestion/modification features

50 Warehouse container design features

51 Warehouse shelves design features

52 Picking process simulation (one item) features

53 Picking process simulation for a complete sequence (all components per one trolley)

features

54 It should be possible to manual modify the outcome of the picking process sequence

features

55 Ergonomic assessment (NIOSH standard) ergonomic assessment

56 During ergonomics assessment (NIOSH) there should be dynamic indications with red/green lights of the correctness of the operations

ergonomic assessment